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RR: zero .horizAngleAdjust and .horizSkew after checking playerquitflag instead of before
I don't think this actually makes a difference, but it's more consistent.
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parent
bcf4903505
commit
8225d20e23
1 changed files with 6 additions and 6 deletions
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@ -6941,9 +6941,6 @@ void P_ProcessInput(int playerNum)
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{
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{
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auto &thisPlayer = g_player[playerNum];
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auto &thisPlayer = g_player[playerNum];
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thisPlayer.horizAngleAdjust = 0;
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thisPlayer.horizSkew = 0;
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if (DEER)
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if (DEER)
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{
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{
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P_DHProcessInput(playerNum);
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P_DHProcessInput(playerNum);
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@ -6952,6 +6949,9 @@ void P_ProcessInput(int playerNum)
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if (thisPlayer.playerquitflag == 0)
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if (thisPlayer.playerquitflag == 0)
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return;
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return;
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thisPlayer.horizAngleAdjust = 0;
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thisPlayer.horizSkew = 0;
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auto const pPlayer = thisPlayer.ps;
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auto const pPlayer = thisPlayer.ps;
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auto const pSprite = &sprite[pPlayer->i];
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auto const pSprite = &sprite[pPlayer->i];
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@ -8872,12 +8872,12 @@ void P_DHProcessInput(int playerNum)
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{
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{
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auto &thisPlayer = g_player[playerNum];
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auto &thisPlayer = g_player[playerNum];
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thisPlayer.horizAngleAdjust = 0;
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thisPlayer.horizSkew = 0;
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if (thisPlayer.playerquitflag == 0)
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if (thisPlayer.playerquitflag == 0)
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return;
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return;
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thisPlayer.horizAngleAdjust = 0;
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thisPlayer.horizSkew = 0;
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auto const pPlayer = thisPlayer.ps;
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auto const pPlayer = thisPlayer.ps;
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auto const pSprite = &sprite[pPlayer->i];
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auto const pSprite = &sprite[pPlayer->i];
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